|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CMT)||Common|
|Planechase Anthology (PCA)||None|
|Commander 2016 (C16)||Common|
|Commander 2013 (C13)||Common|
|Planechase 2012 Edition (PC2)||Common|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Common|
|MTG: Commander (CMD)||Common|
|Premium Deck Series: Slivers (PDS)||Common|
Combos Browse all
Rupture Spire enters the battlefield tapped.
When Rupture Spire enters the battlefield, sacrifice it unless you .
: Add one mana of any color to your mana pool.
Price & Acquistion Set Price Alerts
|Have (16)||Chandelier , ZombieFood , plof , Unjust_DiabIo , Mousemke , bakeraj4 , ironax , gildan_bladeborn , Oskani , bakunet , Supremespeed , Swamy , , angesoir , abby315 , Spinalripper|
|Want (2)||Turtlelover73 , gamerhat|
Rupture Spire Discussion
2 days ago
Here are my land suggestions:
1x Fetid Pools
1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card
1x Nimbus Maze
Here are the land cuts:
1x Blighted Fen
Which would leave you with a manabase of:
1x Fetid Pools
1x Maze of Ith
1x Nimbus Maze
1x Opal Palace
This manabase can largely be ported over to Zur, except for the lifegain taplands like Jwar Isle Refuge, which I think are generally just okay but are good in this deck because with Oloro out, you can play it and draw a card. I tried to keep the prices pretty low, because I didn't know your budget, but you can add Hallowed Fountain and stuff if you like (especially that one since it's cheap). Bad fetches like Bad River and Flood Plain get better if you spring for shocklands.
3 weeks ago
I'm currently doing something similar with my copy of the pre-con and though I bounce back and forth between Scion and The Ur-Dragon himself, I inevitably lean towards the battle-cruiser style in both builds.
Regarding the mana-base, I've found that focusing primarily on all the "Red" lands works pretty well for me.
This provides numerous opportunities to grab the colors needed to cast all dragons while keeping all the great Fire Breathing dragons relevant.
I also add in all the budget 5 color lands that I can manage - Rupture Spire and Transguild Promenade are great. A lot of people look down on them and refuse to use them but like you, I also don't want to spend a mortgage payment on the land base.
Forbidden Orchard is relevant since your flyers don't particularly care about 1/1 grounded tokens, but still is not as budget friendly as the others I've listed so far. Still, better than a lot of the options out there.
Aside from the mana-base. Haste + Big dragons is great. I skipped Dragonlord Kolaghan for a long time but having finally slotted him into the deck for a test run, he promptly won me a game and I can confirm he's pretty much worth the slot - Being much more budget friendly than Karthas.
Temur Ascendancy is another multi-function haste enabler that's very budget friendly.
Keiga, the Tide Star and the other Kamigawa dragons all just got a reprint and are way better in Ur-Dragon than in Scion.
It's expensive but I'm personally running a Cyclonic Rift. That's an easy one, but there are lots of other great options that synergize with your dragons in the same way Earthquake does. Magmaquake and Molten Disaster are great includes here.
I've won games with Rite of Replication - which is great even in a vacuum since you can target your opponent's creatures. The more Legendary Dragons you run though, the worse it becomes and it's not exactly dirt cheap so your mileage may vary.
1 month ago
cards to add Thaumatic Compass, Field of Ruin, Birds of Paradise, Bring to Light, Door to Nothingness, Cascading Cataracts, Exotic Orchard, Rupture Spire, Transguild Promenade, Prismatic Geoscope Diabolic Tutor as well as all 10 of the tri lands should help
1 month ago
Taeguk, I've read your comments more closely. That Birthing Pod, Felidar Guardian combo does look insane. I feel like I really want a way to more consistently get Birthing Pod into play. Any thoughts on Fabricate or tutors in general? I've acquired a Wargate which could be good as well. Other than ramp and creatures you don't seem to run them in your deck. Could also be used to grab Panharmonicon.
Im used to mana rocks as ramp and colour fixing I need to adjust and trust the green ramp cards a bit more.
Mana Base. Partly for budget reasons, partly for pre-con laziness. Im not on the Wastes bandwagon yet, since I so far only have one card that needs colourless mana, and thats in an activated ability. I feel like I need to get a number of games under my belt before having a good opinion. As I said, the mana base is weak and I will upgrade it over time as I gain experience with the deck and become willing to pay for fetchlands, etc. I dont like lands that come into play tapped, there better be a big upside. Faerie Conclave , Rupture Spire, Secluded Steppe, Transguild Promenade are coming out. I dont really like the bounce lands very much, but they along with Seaside Citadel are staying in until I acquire better fixers. Opal Palace is staying in for now, it comes in untapped, gives me colourless mana and can fix in a pinch. Im eying the signets and the Caravan for the chopping block. Goldfishing the deck I think I may actually might have too many mana sources which is pretty strange. Ghost Quarter is going in (Strip Mine is better of course but I dont have one). Land destruction, Blood Moon and the like are not big concerns in my meta so Im not too worried about non-basic lands. Temple of the False God Im on the fence about. It feels great to play on turn 4 or 5, awful before that, meh turn 6 and beyond.
Youre probably right about Rite of Replication, but dammit I dont care what you say, Im not taking out until I cast it at least once before I take it out!
Day of Judgment is possibly on its way out? Its probably not great in this deck but feels odd not to have a board wipe. Something else maybe?
Win Conditions. Yeah I need one. The deck looks super fun to durdle around but I probably need more than Armada Wurm.
1 month ago
Utility lands are a great substitute like Reliquary Tower or a pain lands like Yavimaya Coast, however they aren't basics which is the important part and the only reason I recommend them. Unless you had a creature like Ulvenwald Hydra (even though he is a good finisher I would recommend) that you can get out early and often to get any land, it would be hard to tutor for them otherwise (aka get them often enough), that and Blood Moon/Magus of the Moon turn them into mountains, rendering them useless. If you also had enough card draw it would get some of those cards, but its not as reliable as having a bunch of ramp spells like Rampant Growth, Kodama's Reach, Explosive Vegetation, and even a land that can even sit there and produce colorless; Blighted Woodland that for very cheap, can get the basic lands that you need and put them directly into play. However in one very specific case (albeit a more rare case than blood moon by a HUGE margin) Sundering Titan, the controller has to name every basic on the board and they are gone, which is another reason why I run fetches and dual lands that can be fetched, other than their enormous help with fixing when I need them. The only decks that will ever feasibly play this is either a Daretti, Scrap Savant deck or a prison style deck, which you should be trying to kill first anyway. I recommend more basics because they are easier to get out of your deck, nothing feels worse than to top deck a land when you really needed a removal spell, or to have a counterspell up for defense, but that's my take anyway, and it works out great for me since I happen to thin out my deck each time I play my Roon deck.
KEEP IN MIND Adding those wastes will basically turn your 3 color Roon deck into a 4 color deck. You will need to get at least one waste per game in order for you to get some form of value when you do play your displacer. The other upside to adding Wastes include: not being a good target for land destruction like Strip Mine, they are basics, and are under a dollar on sites like amazon. Downsides include: Adding another color to your deck, and lowering the amount of actual fixing for fetching a wastes. I feel the downsides are rather negligible since they should be the last land type you should fetch for after getting your colors. Except when it comes to opening hands, but that's highly dependent on other factors as well since they are still lands that actually do something when they come into play. If you aren't running Thought-Knot Seer then I would recommend 3-4 wastes if you do consider getting them (and 4-6 if you do get the seer). I would trade them with the ravnica bounce lands: Azorius Chancery and Selesnya Sanctuary along with Temple of the False God (since its never good in your opening hand nor when you can actually use it) and Secluded Steppe because its bad, especially for a 3 color deck.
Also, Opal Palace isn't that good here. Its more for voltron style decks, or decks that have a commander that gets removed a lot like Scion of the Ur-Dragon, Mana is pretty precious. Washing some colors can be cool, but that's like adding an extra (1) to every spell you play because you need to tap an extra land. I have also gotten the prebuilt Derevi commander deck, its what I used to build my Roon deck. I used to run Rupture Spire and Transguild Promenade as well, but I find that they slow me down WAY to much for what they offer in return, they are even worse when I have both of them in my opening hand. For all 3 of these I would just put in a regular forest, plains, and an island in their place. That's how bad I believe they are, if you want to add other utility lands in there or more wastes, be my guest, but I would strongly urge against these 3 unless you absolutely NEED that kind of fixing.
Also, no problem! I love deck doctoring, especially when it helps another Roon player :D
Just ask and I can answer other questions or provide more advice. I have this very terrible habit to mid-max my decks...
2 months ago
Now that I finally have a chance to look at this... :)
Your removal package seems pretty good. I'd still always try to include a Beast Within, and I think Condemn is the weakest link in this deck's removal (since often you want to remove something that's not attacking).
Your color-fixing looks pretty good overall. Rupture Spire is a second copy of Transguild Promenade, and I'd generally use Reflecting Pool over Meteor Crater (since the latter requires you to already have cast the spell in question to be able to get use out of the land). Chromatic Lantern and Coalition Relic also help a LOT.
I've built budget landbases like this before, if you want to take a look at this deck's manabase: *RETIRED* An Hour of Wolves: Tazri EDH
Speaking of budgets, I'd cut Cavern of Souls most likely. It's not SUPER relevant in the deck, and it's nearly $50 :(
I saw Karakas in your maybeboard, but I'm afraid to tell you that it's banned in EDH :(
If this turns out to be fully tribal, you could run Cover of Darkness to great effect.
The one big thing you're missing here is draw effects. If the deck turns out to be creature-heavy, you could try cards like Shamanic Revelation or Kindred Discovery or Distant Melody. Otherwise, effects like Abundance, Sylvan Library, Rhystic Study, etc can help a lot :)
Hope that's useful commentary! :) I'll take another look when you've messed with the deck a bit more.
2 months ago
Hi, fellow sen triplets player!
Here are some suggestions for your deck:
Sen Triplets draw so much hate that I'd advise you to put Winding Canyons in. This way you can flash the triplets in at the end of your opponents turn, so they don't have to survive one whole turn cause they almost never do
I do not play Mycosynth Lattice and Celestial Dawn because they take up two card slots. Instead I built my landbase in a way that it can produce two or three mana of any color more or less reliably in the lategame (with City of Brass, Rupture Spire, etc.)
I made the experience that Telepathy draws a lot of hate, too. People hate it to play with their hands revealed for the whole time. It creates an unpleasant game experience and often makes you a target. Instead I'd recommend Glasses of Urza. It does not make all of your opponents angry at you and additionaly it can be searched with Trinket Mage which makes your deck more consistent. And it can be searched with Tezzeret the Seeker whom you should add as well
That's all for now. Let me know what you think!